XP 1,600
Male human cleric 6
LN Medium humanoid
(human)
Init –1;
Senses Perception
+6
DEFENSE
AC 14, touch 9, flat-footed
14 (+5 armor,
–1 Dex)
hp 27 (6d8)
Fort
+6, Ref
+2, Will
+10
OFFENSE
Speed
30 ft.
Melee mwk heavy mace +3 (1d8–2)
Ranged hand of the acolyte (mwk heavy mace) +9 (1d8–2)
Special Attacks channel negative energy 7/day (DC 15, 3d6),
hand of the acolyte (7/day)
Domain Spell-Like
Abilities (CL 6th; concentration
+10)
7/day—copycat
(6 rounds)
Spells Prepared (CL 6th; concentration
+10)
3rd—dispel
magicD, invisibility
purge, locate object,
protection
from energy
2nd—hold
person (DC 16), invisibilityD,
status,
zone
of truth
(DC 16, 2)
1st—bless,
cure
light wounds (2), disguise selfD, sanctuary
(DC 15), summon monster I
0 (at will)—detect
magic, detect poison, light, stabilize
D domain spell; Domains Magic, Trickery
Tactics
Before Combat If he expects combat, he uses
his copycat ability and casts bless
on his allies.
During Combat He uses support spells on his allies,
casts hold
person, and attempts to dispel ongoing enemy spell effects.
Morale If brought below 10 hit points, or if his allies are
killed, he casts invisibility
and flees.
STATISTICS
Str
7, Dex
9, Con
11, Int
15, Wis
19, Cha
14
Base Atk +4; CMB
+2; CMD
11
Feats Alertness,
Combat
Casting,
Extra
Channel, Selective
Channeling
Skills Appraise
+9, Diplomacy
+11, Heal
+9, Knowledge
(arcana) +7, Knowledge
(geography) +4, Knowledge
(history) +7, Knowledge
(local) +4, Knowledge
(nobility) +7, Knowledge
(planes) +7, Knowledge
(religion) +7, Linguistics
+6, Perception
+6, Sense Motive
+15, Spellcraft
+8
SQ aura
Combat Gear wand of cure
moderate wounds (15 charges); Other
Gear +1 chain shirt, masterwork heavy mace, cloak of resistance +1, holy
symbol, 736 gp
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